class UTWeap_WhackWeapon extends UTWeapon;

// muffinbom

defaultproperties
{
	Begin Object class=SkeletalMeshComponent Name=GunMesh
		SkeletalMesh=SkeletalMesh'Artalpha.Muffin'
		HiddenGame=FALSE 
		HiddenEditor=FALSE
    end object
    Mesh=GunMesh
    Components.Add(GunMesh)

	FireInterval(0)=1;
	WeaponFireTypes(0)=EWFT_Projectile
	WeaponProjectiles(0)=class'UTProj_Whack'

	bInstantHit=false
	bSplashJump=false
	bRecommendSplashDamage=false
	bSniping=false
	ShouldFireOnRelease(0)=0

	DefaultAnimSpeed=0.9
 
	ShotCost(0)=1
	ShotCost(1)=1

	FireOffset=(X=19,Y=10,Z=-10)
 
	MaxAmmoCount=100000
	AmmoCount=100000
 
	WeaponRange=4000
}

simulated event SetPosition(UDKPawn Holder)
{

}

simulated function StartFire(byte FireModeNum)
{
	super.StartFire(FireModeNum);
}

simulated function Projectile ProjectileFire()
{
	local UTProj_Whack SpawnedObject;
	local Vector s;

	if(AmmoCount<0)
		return none;

	s = Owner.Location;
	s.Z -= 50;

	SpawnedObject = Spawn(class 'UTProj_Whack',,, s);
	SpawnedObject.Shooter = Owner;

	WhackPawn(Owner).PlaySlashAnimation();
	//SpawnedObject.Init( vector(AddSpread(MyVehicle.WeaponRotation)));
	return SpawnedObject;
}
